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「MTG Deck Tech」Maelstrom Casino

So I posted about the Article a few minutes ago and here's what I came up with!

So first things first people! This deck is not made to win! It has some stuff in here that makes it win, but there is no way to tutor into them. I haven't included Gamble in here as to make sure I have no way to tutor for anything!

This deck is made to play casually, you can take it and alter it as much as you want, but I left it as such. So let's start off with our land base!






    



So yeah, 10 islands, 5 forest, and 15 mountains and I am specifically going for these art. I find it more fitting for the whole Casino theme build and I love Stephan Martiniere artwork!

And for our nonbasic lands!

 

Gemstone Caverns is in because of it's luck counter. You might be lucky on your first hand or mulligan -I don't mulligan when playing casual by the way!- And Haunted Fengraf is in here just because it does something at random. Yes, very bad card in here and it will be more so as we go along the deck list and you find that there is no ''good'' retrieval for it!

      

So here's some of what I've dubbed as our gaming tables! These cards are literally in here as they change the board state in a way -as in it makes players do something that changes the ordinance of the game- Goblin Game is a ticking time bomb as fuse counters gather on it. You don't get to call heads or tails, but your opponent does! Tide of War makes defending players hesitate on whether they block your or other players attacks. It's not safe anymore to just block or attack, changing the pace of our weenie players and wall players altogether!

Along with Tide of War we have Impulsive Maneuvers! This can make creatures hit for double the damage or a fog effect happens! Think twice about not blocking when this isn't out folks cause it can be pretty deadly, especially if a Double Striker is out on the field!!!

Risky Move is -I dare say it- quite risky. Especially for creature players out there. When you gain control of it , you might lose one of your precious creatures to someone within your playgroup. That general you swing with might belong to an opponent when you gain control of Risky Move. Totally changes the tempo as you have to select wisely on the creatures you play. Obviously, if you have tokens out you don't really care, but it still takes time especially when combined with Grip of Chaos!

Planar Chaos and Grip of Chaos are the chaotic cards within this Maelstrom Casino. It can frustratingly stop counterspells as the counter player might lose his coin flip and it acts as an annoying counterspell for those unlucky in coin tossing! Grip of Chaos just makes the game annoying. That word target on your card? Well, every legal target can now be chosen -at random-. So if you're planning on doing something like ''destroy target creature or enchantment'' make sure to bring out your dice and start randomly rolling amongst the total legal targets!

Wild Evocation can make the game go faster or longer, depending on what your friends/opponents play. The fact of the matter is, since it's a random choice, you might have to cast -it's mandatory- your X spell for 0 since you are doing it for free. That Genesis Wave you were planning on doing for forty-ish something? Yay, it's useless now!

I'm sure you guys played Blackjack or at least heard of the term Hit Me right? Here's what I like to put under that section:

    

You obviously take a chance on going bust when you take more cards in Blackjack, but in Magic: the Gathering, the more cards you have in your hand, the better right? So we'll go with some repercussions in your card draw, or at least make it a bit more difficult! Burning Inquiry lets everyone draw three cards, but then everyone has to discard the same amount -at random!-

Desperate Ravings give you two cards extra in your hand, but you have to dump one -once again at random- Maybe one card that you drew was something you needed only to be discarded randomly =(

Goblin Lore nets you a +1 as you discard three cards at random, that is, after you drew four cards. So I honestly don't know if you can consider that a +1...

Fiery Gambit and Squee's Revenge aren't really punishing, it's just that you're taking a chance at getting the full effects out of it! Obviously if you win at Squee's Revenge and you did it for 26 -imagine 26 wins in a row, feeling lucky yet for the real thing?- then that's a massive amount of card draw! Fiery Gambit, once you win your three flips, will net you nine cards and all your lands untap! Pretty nifty if I do say so myself!

So with card games, you have dealers, and what better way than a creature that lets you draw cards and a planeswalker!

 

Noggle Ransacker ETB ability lets everyone draw cards, but then discard a card at random! Tibalt is probably your best ''friend'' as he lets you draw a card for a +1 Loyalty counter. However, drawback, is you discarding one -at random once again!-

We've hit the Fortune tables and some of it doesn't look pretty for some!

   

Wheel of Fortune is fun. Dump your hand for a fresh new one. Pretty linear if I do say so myself! Reversal of Fortune lets you copy any instant or sorcery an opponent has in his/her hand. So target someone who has an extra turn or something pretty neat in their deck that they ''might'' have in hand! Thieve's Fortune lets you dig through your library and the only good ''draw'' card you'll have in this deck! -well my version that is- Final Fortune lets you make a last stand for that last draw might be something you can win with! Isn't that awesome?!

Your card tables are next! In this case, we're looking at all available Planeswalker's Enchantments!

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These three are pretty straightforward: the red ones lets you deals damage, the blue ones lets you steal an instant or sorcery, and the green ones lets you pump up creatures -at instant speed!- So-so in terms of awesomeness all alone, but with other cards they become pretty neat!

Obviously a casino needs security right?

          

So out of all the cards I've seen, these are the ''betters'' of the lot. I honestly won't go into details as they're pretty straightforward. The Brass Squire, however shall be explained soon!

 

Basilisk Collar and Loxodon Warhammer are what I can consider as the security details weapons of choice. They have their own underlying effect, but we'll get to that soon!

What's a casino without any machines? Saying that, here's some of the artifacts that made the cut for my deck:

   

Skyship Weatherlight is the only card that can tutor some of your things up. However! The cards you exile can only be played randomly and as long as the artifact remains. Usually a target so you're pretty much taking a gamble on this! Ring of Renewal and Sorcerer's Strongbox are two of your better card draws in the deck. Pretty expensive to do though for the first one and the latter depends on whether or not you win a the flip. These can all be manipulated though, as long as Krark's Thumb remains on the field. But since it's usually a target, it never really lasts on the field much...

Obviously while in the casino you're drinking right? Well here's some stuff that you can consider might happen due to poor decisions while you are in a that state!

      

Pretty straightforward and nothing much to note. Not much of a strong interaction either. Taking this on, here's a few games you can play while you remain in the Maelstrom Casino!

          

Mage's Contest will be your only counterspell in this whole deck -my version- Stitch in Time goes well with Krark's Thumb as you have more changes of getting your extra turn, but unlike a Krark abuse deck, there is no Stitch in Time abuse!!! So it'll happen once and probably only once! The rest of these cards obviously does fun things!

     

This is the last strip before we get into the ''combo winning'' cards of the deck!! Make a Wish and Charmbreaker Devils are what brings some things back at random from your graveyard to your hand. Chance Encounter is one of your win conditions, provided you win enough coin flips while it's out! Devastating Dreams, Kindle the Carnage, and Acceptable Loses are your only removals requiring some random discards out of you to do anything useful.

Now going through the deck, there's a Jackpot and a Bankrupt type of thing. What's the Jackpot in this case? Infinite mana:

 

Who honestly didn't see this coming? The good old Grand Architect - Pili-Pala combo is pretty easy to pull off and can't be disrupted once Pili-Pala becomes blue! So these two together with either Planeswalker's Fury or Planeswalker's Mischief nets you the game!

Obviously Bankrupt hits when one of you guys die right? So here goes!

 

Everyone knows about the Volcano Doll combo right? Well if you don't know about it, then play Stuffy Doll choosing a player, then Volcano Hellion it for whatever your opponent is at while you stay safe from the damage. However! Brass Squire and Loxodon Warhammer or Basilisk Collar makes you gain infinite life!
「MTG Deck Tech」Maelstrom Casino
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